ColaColin

ColaColin

Joined Member # 6375107
2 Posts 75 Replies 248 Reputation

The current behavior is near perfect for me setup, as it basically means it switches to borderless fullscreen when alt tabbing and I absolutely need borderless fullscreen. So please don't remove borderless fullscreen, just make it a proper option.

3 Replies 405 Views

[quote who="tatsujb" reply="8" id="3566669"] cola there is no case scenario in PvP play where it gets beyond the 20-50 bomber stage. literally never. [/quote] Sure there is if you have players who feel hour long turteling is fun. PvP does not need to mean "play to win asap". I might play like that and you might play like that but let's respect that others play PvP to just have a good time crashing robots together. [quote who="tatsujb" reply="8" id="

14 Replies 19,740 Views

[quote who="ledarsi" reply="2" id="3566619"] I think it is very important not to have silly upgrades that just add +% to damage or HP. Those things make it impossible to assess the enemy's actual effective strength. [/quote] Very important and good point. I also think there should be multiple research buildings. One per research area. So you can scout your opponent, see the made a drone research center and react to that. As it is now you can only sc

18 Replies 45,495 Views

[quote who="Kollok" reply="13" id="3566592"] So how are we to reconcile the fact that and equal number of people want bigger maps while some want faster units? [/quote] Why not both? There are tiny maps and large maps in other games as well. You can have a quick 1vs1 on a 5x5 map in SupCom or you can play a 10 hour game on a 81x81 map. Both are possible and both have people who like it. [quote who="Kollok" reply="13" id="3566592"]Instead, I'd rathe

32 Replies 126,923 Views

[quote who="Kollok" reply="8" id="3566504"]unlike nearly every RTS does not need to drop to icons from a performance standpoint. [/quote] That point again. That was already said in that AMD presentation "You zoom out and units do not become icons, that is so awesome!" and quite frankly I think that is an argument that could come right out of the mind of some PR-driven person that does not actually care about play-ability. It might sell the game to unprepared people who do not

32 Replies 126,923 Views

[quote who="MindlessMe" reply="3" id="3566494"] They already have 2 tiers of engineers in the game, with the T2 being able to build the Advanced Factory. The foundation is there for all these feat [/quote] Wait really? I ever only noticed one type of engineer and it could always make the advanced factory.

26 Replies 554 Views

[quote who="ledarsi" reply="3" id="3566395"] I do not think units should be sped up. [/quote] Consider the current maps are supposed to be small maps and there are supposed to be much larger maps. At the current game pacing it takes 20 minutes before you reach your opponent with a full army (yeah air units can be faster but dont pack a punch at all) on the current small maps. So if the units are not given a considerable speed up on larger maps you will

32 Replies 126,923 Views

First MP impression: There was not much MP. After roughly 20 minutes of defeating creeps our ground units first started to fire at each other. Maybe 5 minutes later the game had ended because I happend to have one more victory points tower since quite a while. We played the biggest map. To summarize: - Units are waaaay too slow and take forever to reach your opponent. - Creeps slow you down even more - With victory points the game can easily end

56 Replies 65,004 Views

The big question that that creates in my mind is: "where?" If you just say "give me 50 x and 25 y" where do you want them? You'll need to create at least some waypoints such that the AI then can place the units in the queue of appropiate factories. The same holds true for factory placement. "I want 2 factories". Where? At the frontline? At your base? If you have to mark the location you just as well could do an area build command, basically placing the factories by yoursel

8 Replies 24,868 Views

I don't think it is wrong to think about what the UI can do for the player, but I think we need to be careful not to replace the player. If you have an extensive automation system you remove most of the actions that RTS players are used to, which might not be very popular. "I want an airbase there" is a nice abstract task, but how do you define the exact definition of "airbase"? Will the AI just make some standard template? A customized one that the player defined outside

8 Replies 24,868 Views

I don't personally like WASD for the camera, those are keys I would eventually like to use for building things. Also I have one real argument against right click camera movements: It actually conflicts with giving move commands fast. You need to be careful not to make them a small right click drag, which will be interpreted as a camera movement instead of a move command. So yeah I am all for middle mouse. But make it configurable, in PA it is not and people

40 Replies 40,171 Views

[quote who="Frogboy" reply="4" id="3565825"] As it turns out, MP did make it into the first build. I hadn't thought they'd get that working this early but it's in. You should be able to get together and play right now. [/quote] ah finally that clears up the confusion completely :) Great work.

7 Replies 30,380 Views

First impressions after 4 games, all meant as constructive critic. I realize the UI is unfinished and that all of this is going to change, but here is my "feeling right now based on what I see": UI - The right click panning is just weird to my head. I am used to panning with middle mouse which does weird camera movements instead. Those btw once allowed me to view the map from below. Not quite sure how I managed to do that. - Making selection boxe

1 Replies 627 Views

It runs fine for me, had one crash right after launching into a 2nd game, but apart from that nothing really major. It screws with my head how it uses right click to pan and middle mouse to change the camera angle. Also you can watch the map from below like that :D

56 Replies 65,004 Views